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Posted: Sat Jun 25, 2011 5:00 am
by secret
Sleipnir wrote: The Intel graphics drivers that ship with windows doesn't include working OpenGL support. Grab the latest drivers from the Intel website and try again.
Were you referring to me or to someone else?...
Posted: Sat Jun 25, 2011 7:24 am
by Sleipnir
It was aimed at anyone with an Intel card. We have also recently fixed a bug which we believe to be the cause of the "GL Error: 1282" errors - this will appear in the next playtest, which should be released sometime in the next week.
Posted: Sat Jun 25, 2011 10:59 am
by secret
Sleipnir wrote: It was aimed at anyone with an Intel card. We have also recently fixed a bug which we believe to be the cause of the "GL Error: 1282" errors - this will appear in the next playtest, which should be released sometime in the next week.
Problem is, that Intel claims that for my driver OpenGL works.
Or at least this is what it claims. Is there any test to see if OpenGL works?... I've got no settings to see if it actually works. Or even NET framework. I've tried as well what rami proposed, and it still doesn't work.
Posted: Sat Jun 25, 2011 2:02 pm
by Sleipnir
Posted: Mon Jun 27, 2011 10:16 am
by secret
The game works, yet the editor doesn't.
Tho...what could be the problem with .NET framework then?...
Posted: Mon Jun 27, 2011 4:04 pm
by twarpie
With this build OpenRA gets as far as opening the window and showing the loading screen ('articulating splines, etc), before crashing again, showing the "this application needs to close'' dialog.
Contents of exception.log:
Code: Select all
System.InvalidOperationException: GL Error: GL_INVALID_ENUM
at OpenRA.Renderer.Cg.GraphicsDevice.CheckGlError()
at OpenRA.Renderer.Cg.GraphicsDevice.CreateTexture()
at OpenRA.Graphics.Sheet.get_Texture()
...
Configuration:
Code: Select all
Graphics:
Renderer: Cg
Mode: Windowed
WindowedSize: 640,480
With the GL renderer it crashes almost instantly with the following in exception.log (I've attached the full logs):
Code: Select all
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidProgramException: Unsupported GPU. See graphics.log for details.
at OpenRA.Renderer.Glsl.GraphicsDevice..ctor(Int32 width, Int32 height, WindowMode window, Boolean vsync)
...
With graphics.log:
Code: Select all
Unsupported GPU: Missing extensions: GL_ARB_vertex_shader,GL_ARB_fragment_shader
...
Card: Intel GMA950 (945G)
Driver: 6.14.10.4926 (apparently the latest)
OS: WinXP Pro SP3 UK
Some random GPU caps viewer (
kludx) suggests the card does indeed lack vertex shaders (but does have pixel shader 2.0 support). Anything else we can check / do?
Posted: Tue Jun 28, 2011 12:45 am
by Sleipnir
@twarpie:
The 950 will be slow, but it should be capable of running OpenRA without crashing using the Cg renderer.
That `GL Error: GL_INVALID_ENUM' exception is definitely caused a bug - either in OpenRA, or in your drivers (which is still our problem - we should work around these issues, or at least test for them early and exit gracefully with a decent error).
We will add some extra debug logging into the next build, which should hopefully give a bit more information on what is causing this.
Posted: Tue Jun 28, 2011 7:36 am
by twarpie
Sleipnir wrote: @twarpie:
The 950 will be slow, but it should be capable of running OpenRA without crashing using the Cg renderer.
Yes, I assumed as much with regards to the performance of the GMA.
Sleipnir wrote: That `GL Error: GL_INVALID_ENUM' exception is definitely caused a bug - either in OpenRA, or in your drivers (which is still our problem - we should work around these issues, or at least test for them early and exit gracefully with a decent error).
We will add some extra debug logging into the next build, which should hopefully give a bit more information on what is causing this.
Is this going to be a 'release' build, or should I do a check out from git?
Posted: Tue Jun 28, 2011 3:12 pm
by twarpie
twarpie wrote: Some random GPU caps viewer (
kludx) suggests the card does indeed lack vertex shaders (but does have pixel shader 2.0 support). Anything else we can check / do?
Seems the 950 does support
Code: Select all
GL_ARB_fragment_program
GL_ARB_vertex_program
just not
Code: Select all
GL_ARB_fragment_shader
GL_ARB_vertex_shader
Perhaps the shaders could be converted / compiled / rewritten (not a shader expert here)?
Posted: Tue Jun 28, 2011 11:49 pm
by Sleipnir
twarpie wrote: Perhaps the shaders could be converted / compiled / rewritten (not a shader expert here)?
This is what the Cg toolkit, used by our Cg renderer, does.
The fixes that I mentioned above will go into the playtest build that we intend on releasing in the near future. I may also release another unofficial test build with the fixes for people to try if the playtest is delayed much longer.
Posted: Wed Jun 29, 2011 7:21 am
by twarpie
Sleipnir wrote: twarpie wrote: Perhaps the shaders could be converted / compiled / rewritten (not a shader expert here)?
This is what the Cg toolkit, used by our Cg renderer, does.
Ah right.
Sleipnir wrote: The fixes that I mentioned above will go into the playtest build that we intend on releasing in the near future. I may also release another unofficial test build with the fixes for people to try if the playtest is delayed much longer.
Ok. Will await the playtest then.
Thanks for all your effort btw, very nice project.
Posted: Wed Jun 29, 2011 12:06 pm
by twarpie
Just some further experimentation: placing the OpenGL32.dll from
GLIntercept (source available) in the OpenRA directory allows OpenRA to run. Still using the Cg renderer.
Log file from GLIntercept logs a lot of INVALID_ENUM errors, but the game never crashes.
Obviously not a solution, or even a workaround.
Posted: Wed Jun 29, 2011 1:43 pm
by Sleipnir
Interesting... Could you please post the GLIntercept logs? They'll hopefully point us at the calls that are failing.
Posted: Wed Jun 29, 2011 3:19 pm
by twarpie
Sleipnir wrote: Interesting... Could you please post the GLIntercept logs? They'll hopefully point us at the calls that are failing.
See attachments. Archive contains all logs (OpenRA & GLIntercept). GLIntercept was configured with the 'gliConfig_FullDebug.ini'.
The GL renderer crashes, Cg runs.
Posted: Fri Jul 01, 2011 6:53 pm
by twarpie
Sleipnir wrote: Interesting... Could you please post the GLIntercept logs? They'll hopefully point us at the calls that are failing.
Any progress on this? Hope this doesn't come across as whiny: just anxious to play the game on my lacking gma950
